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Just some minor fixes that should help resolve some of the bugs that have been reported recently.
The planets of the APSR are considered ideal artificial worlds with 100% habitability. Like Ecumenopolis.
Maybe because of other mods your empire type doesn't fit vanilla conditions:
is_regular_empire
is_hive_empire
is_machine_empire
and therefore the mod doesn't know what jobs to generate. Check other Unique and Ancient worlds.
Balance... People used to complain that APSR was too strong, now that it's too weak... For now the balance will remain as it is, because the game itself has no balance, and it may change later.
event apsr_arcrel.828
I'm not sure about that, but aren't jobs like scientists of White Mesa facility currenty don't recive bonuses from buildings that give +1...3 science points to regular scientists, or 15% job effiecency to all scientists? If that's not the case, it would be nice to see that changed, because currently dedicated vanilla science world can outperform APSR science worlds very easily from my experience.
First one, there is a new feature for mutation asscention, effective habitability can go up to 200%, giving more bonuses for jobs for that. That does not work on APSR planets.
Second, the Galactic Resort disctrict was not giving me any Administrator jobs. This may be because I used new Civil Education civic that screws with some other jobs as well, the one that replaces enforces with educators. In my run it was also replacing vanilla politian jobs, which I think is current vanilla issue. Kinda hard to be sure here, since new update created many new bugs on itself.
Changes in patch 4.00.5
1. Fixes
1.1 Added missing planet_flag, the absence of which could lead to problems with the orbital ring on a Unique or Ancient world (thanks AdmirableOstrich .
---
Изменения в патче 4.00.5
1. Исправления
1.1 Добавлен недостающий planet_flag, отсутствие которого могло привести к проблемам с орбитальным кольцом на Уникальном или Древнем мире (спасибо AdmirableOstrich .
BPV should overwrite the necessary variables with its own, and then everything will work.
Loading this mod first, so that BPV overwrites it after works however.
Sometimes, holy worlds of the Fallen Empire are converted. Sometimes, planets spawn in the territory of marauders or leviathans.
@570486155 after what mutation? how did it happen that the ideal world has a habitability of 0?
@Futstub There is a balance, but the planets will still be stronger than vanila. It's like finding an ecumenopolis in a vanila game.
1. Новое
1.1 Добавлена совместимость с ~~ BPV - More Building Slots
---
Changes in patch 4.00.4
1. New
1.1 Added compatibility with ~~ BPV - More Building Slots
@ kagora2 Maybe in a future update. Currently there are only 3 buildings in districts on unique and ancient worlds.
____________________
MOD UPDATED!
1. New
1.1 Unique and ancient worlds now wpawn with a destroyed orbital ring.
1.2 New buildings have been added for districts of unique and ancient worlds. Now all districts can be fully built up.
1.3 Technical code 0099 has been added to the "Encrypted Terminal" relic to check the mod version. If problems occur after a major game update, check that the mod has also been updated correctly!
To check, start the game, open the console and enter the commands:
add_relic relic_apsr_terminal
energy
After that, activate the relic and enter the code 0099.
2. Changes
2.1 Buildings that previously produced Ancient Knowledge no longer produce it. A separate building has been added for this.
2.2 "Symbol of Interstellar Power" now provide a reduction in the penalty for the size of the empire (the old loyalty bonus to subjects has been removed).
3. Fixes
3.1 Now the start with the mod's origins is displayed in the empire's timeline.
3.2 Fixed several minor bugs.
С обелиском только одна проблема - тот модификатор, что он давал раньше, сейчас перестал работать. Исправлю это немного позже.
I don't know if there is a conflict with this mod and Empires Expanded but that's how I fixed it. I just thought I should post this information here just in case I'm not the only one with that problem.
I'm glad that fixed the problem because I think this mod is excellent and did not want to be without it.
Enter the command "debugtooltip" (without quotes) into the console, hover over a button in the window, and see what is written in the line "DEBUG: Event ID"
If it says apsr_... then reinstall this mod (unsubscribe/subscribe, select "redownload mod" in the launcher, or delete the 1346877266 folder in the downloaded workshop files and wait for the mod to load again).
If it says something else, try to find the author by the event ID (apsr_... is the APSR ID).
It's good that everything worked now, enjoy the game!
The latest version isn't causing the infinite box spam
@Ugly Hamster This can happen if you are using an old version of the mod (for Stellaris 3.14). There is no such thing now, I can't repeat this bug. I sent a friend request, I'll try to figure it out with your help.